mirror of
https://github.com/logsol/chuck.js.git
synced 2026-05-11 10:37:34 +00:00
new system for synchronizing game objects. fixes #74
This commit is contained in:
parent
3ef3a6abf9
commit
07dad646cf
19 changed files with 194 additions and 162 deletions
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@ -83,8 +83,6 @@ function (Parent, PhysicsEngine, Settings, PlayerController, requestAnimFrame, N
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var spawnTimeout = setTimeout(function() {
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player.spawn(spawnPoint.x, spawnPoint.y);
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// put it into
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self.gameObjects.animated.push(player);
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var options = {
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id: player.id,
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@ -118,6 +116,7 @@ function (Parent, PhysicsEngine, Settings, PlayerController, requestAnimFrame, N
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var update = {};
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/*
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var body = this.physicsEngine.world.GetBodyList();
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do {
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if((getSleeping || body.IsAwake()) && body.GetType() === Box2D.Dynamics.b2Body.b2_dynamicBody) {
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@ -125,22 +124,33 @@ function (Parent, PhysicsEngine, Settings, PlayerController, requestAnimFrame, N
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if (userData instanceof GameObject) {
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var gameObject = userData;
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update[gameObject.uid] = {
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p: body.GetPosition(),
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a: body.GetAngle(),
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lv: body.GetLinearVelocity(),
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av: body.GetAngularVelocity()
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};
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if(gameObject instanceof Doll) {
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update[gameObject.uid].as = gameObject.getActionState();
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update[gameObject.uid].laxy = gameObject.lookAtXY;
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var updateData = gameObject.getUpdateData();
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if (updateData) {
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update[gameObject.uid] = updateData;
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}
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}
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}
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} while (body = body.GetNext());
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*/
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for (var uid in this.worldUpdateObjects) {
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var gameObject = this.worldUpdateObjects[uid];
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if (!(gameObject instanceof GameObject)) {
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console.warn('Cant find object ' + uid + ' in worldUpdateObjects pool (channel side), here is the object:');
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console.log(gameObject);
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continue;
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}
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var updateData = gameObject.getUpdateData(getSleeping);
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if (updateData) {
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update[gameObject.uid] = updateData;
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}
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}
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return update;
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};
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@ -171,9 +181,11 @@ function (Parent, PhysicsEngine, Settings, PlayerController, requestAnimFrame, N
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GameController.prototype.getRuntimeItems = function() {
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var objects = [];
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for (var i = 0; i < this.gameObjects.animated.length; i++) {
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if(this.gameObjects.animated[i] instanceof RubeDoll) {
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var object = this.gameObjects.animated[i];
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// This is using the level.createItem mechanism to
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// create the RubeDoll from its ItemSettings
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for (var uid in this.worldUpdateObjects) {
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if(this.worldUpdateObjects[uid] instanceof RubeDoll) {
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var object = this.worldUpdateObjects[uid];
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var options = object.options;
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options.x = object.getPosition().x;
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options.y = object.getPosition().y;
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@ -98,6 +98,18 @@ function (Parent, Item, Box2D, Nc, Assert) {
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this.body.SetLinearVelocity(update.lv);
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}
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};
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Doll.prototype.getUpdateData = function(getSleeping) {
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var updateData = Parent.prototype.getUpdateData.call(this, getSleeping);
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if(updateData) {
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updateData.as = this.getActionState();
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updateData.laxy = this.lookAtXY;
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}
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return updateData;
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};
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return Doll;
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@ -1,9 +1,39 @@
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define([
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"Game/Core/GameObjects/GameObject"
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"Game/Core/GameObjects/GameObject",
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"Lib/Vendor/Box2D"
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],
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function(Parent) {
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function (Parent, Box2D) {
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return Parent;
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"use strict";
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function GameObject(physicsEngine, uid) {
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Parent.call(this, physicsEngine, uid);
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}
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GameObject.prototype = Object.create(Parent.prototype);
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GameObject.prototype.getUpdateData = function(getSleeping) {
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if (!this.body) {
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return null;
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}
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if (this.body.GetType() === Box2D.Dynamics.b2Body.b2_staticBody) {
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return null;
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}
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if (!getSleeping && !this.body.IsAwake()) {
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return null;
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}
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return {
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p: this.body.GetPosition(),
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a: this.body.GetAngle(),
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lv: this.body.GetLinearVelocity(),
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av: this.body.GetAngularVelocity()
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};
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}
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return GameObject;
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});
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@ -8,8 +8,8 @@ function (Parent, Settings, FileSystem) {
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"use strict";
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function Level (uid, engine, gameObjects) {
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Parent.call(this, uid, engine, gameObjects);
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function Level (uid, engine) {
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Parent.call(this, uid, engine);
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}
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Level.prototype = Object.create(Parent.prototype);
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@ -55,9 +55,11 @@ function (Parent, Box2D, PhysicsEngine, ViewManager, PlayerController, Nc, reque
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this.mePositionStateUpdate();
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}
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for (var i = 0; i < this.gameObjects.animated.length; i++) {
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this.gameObjects.animated[i].render();
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}
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//for (var uid in this.gameObjects.animated) {
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// this.gameObjects.animated[uid].render();
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//}
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Nc.trigger(Nc.ns.client.game.events.render);
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this.view.render();
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DomController.fpsStep();
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@ -78,17 +80,10 @@ function (Parent, Box2D, PhysicsEngine, ViewManager, PlayerController, Nc, reque
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if (options.runtimeItems) {
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for (i = 0; i < options.runtimeItems.length; i++) {
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var itemDef = options.runtimeItems[i];
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var alreadyExists = false;
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for (var j = 0; j < this.gameObjects.animated.length; j++) {
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if(this.gameObjects.animated[j].uid == itemDef.uid) {
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alreadyExists = true;
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break;
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}
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}
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if(!alreadyExists) {
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if(!this.getItemByUid(itemDef.uid)) {
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// When creating from synchronization we need to bring it into level format (px)
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itemDef.options.x *= Settings.RATIO;
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itemDef.options.y *= Settings.RATIO;
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@ -112,6 +107,13 @@ function (Parent, Box2D, PhysicsEngine, ViewManager, PlayerController, Nc, reque
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//this.audioPlayer.play();
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};
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/*
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TODO :
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- remove this
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- overwrite setUpdateData inside client / Me with an empty function
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GameController.prototype.onWorldUpdateGameObject = function(body, gameObject, update) {
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if(gameObject === this.me.doll) {
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this.me.setLastServerPositionState(update);
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@ -122,6 +124,7 @@ function (Parent, Box2D, PhysicsEngine, ViewManager, PlayerController, Nc, reque
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Parent.prototype.onWorldUpdateGameObject.call(this, body, gameObject, update);
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};
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*/
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GameController.prototype.createMe = function(user) {
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this.me = new Me(user.id, this.physicsEngine, user);
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@ -161,15 +164,7 @@ function (Parent, Box2D, PhysicsEngine, ViewManager, PlayerController, Nc, reque
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GameController.prototype.onHandActionResponse = function(options) {
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var player = this.players[options.playerId];
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var item = null;
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for (var i = 0; i < this.gameObjects.animated.length; i++) {
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var currentItem = this.gameObjects.animated[i];
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if(currentItem.uid == options.itemUid) {
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item = currentItem;
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break;
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}
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}
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var item = this.getItemByUid(options.itemUid);
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if(item) {
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if(options.action == "throw") {
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@ -230,22 +225,6 @@ function (Parent, Box2D, PhysicsEngine, ViewManager, PlayerController, Nc, reque
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this.me.resetPositionState(options);
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};
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GameController.prototype.onRemoveGameObject = function(options) {
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var object = null;
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for (var i = 0; i < this.gameObjects[options.type].length; i++) {
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if(this.gameObjects[options.type][i].uid == options.uid) {
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object = this.gameObjects[options.type][i];
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break;
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}
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}
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if(object) {
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//this.onGameObjectRemove(options.type, object);
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object.destroy();
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} else {
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console.warn("GameObject for removal can not be found locally. " + options.uid);
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}
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};
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GameController.prototype.loadLevel = function (path) {
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Parent.prototype.loadLevel.call(this, path);
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};
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@ -27,7 +27,7 @@ function (Parent, Exception, Nc) {
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GameObject.prototype.createMesh = function() {
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throw new Exception('Abstract method GameObject.createMesh not overwritten');
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};
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return GameObject;
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});
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@ -12,6 +12,8 @@ function (Parent, Settings, Nc, Layer) {
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function Item(physicsEngine, uid, options) {
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this.layerId = Layer.ID.ITEM;
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Parent.call(this, physicsEngine, uid, options);
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Nc.on(Nc.ns.client.game.events.render, this.render, this);
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}
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Item.prototype = Object.create(Parent.prototype);
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@ -189,8 +189,6 @@ function (Parent, Layer, Settings, Nc) {
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RubeDoll.prototype.flip = function(direction) {
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Parent.prototype.flip.call(this, direction);
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console.log("last", this.lastFlipDirection, "now", direction);
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// flipping depth of right body side arm/leg images with left
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if (this.lastFlipDirection != direction) { // FIXME : this is a bit broken.
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@ -8,9 +8,9 @@ function (Parent, Settings, Nc) {
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"use strict";
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function TiledLevel(uid, engine, gameObjects) {
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function TiledLevel(uid, engine) {
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this.layerId = "background";
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Parent.call(this, uid, engine, gameObjects);
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Parent.call(this, uid, engine);
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}
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TiledLevel.prototype = Object.create(Parent.prototype);
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@ -15,6 +15,8 @@ function (Parent, Nc, Settings) {
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this.healthBarViewVisibleTimeout = null;
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this.healthBarViewVisible = false;
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this.initHealthBar();
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Nc.on(Nc.ns.client.game.events.render, this.render, this);
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}
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Player.prototype = Object.create(Parent.prototype);
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@ -17,15 +17,14 @@ function (PhysicsEngine, TiledLevel, Player, Nc, Doll, GameObject, Assert) {
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this.options = options;
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this.players = {};
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this.level = null;
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this.gameObjects = null;
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this.resetGameObjects();
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this.worldUpdateObjects = {};
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this.physicsEngine = new PhysicsEngine();
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this.physicsEngine.setCollisionDetector();
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this.ncTokens = [
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Nc.on(Nc.ns.core.game.gameObject.add, this.onGameObjectAdd, this),
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Nc.on(Nc.ns.core.game.gameObject.remove, this.onGameObjectRemove, this)
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Nc.on(Nc.ns.core.game.worldUpdateObjects.add, this.onWorldUpdateObjectAdd, this),
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Nc.on(Nc.ns.core.game.worldUpdateObjects.remove, this.onWorldUpdateObjectRemove, this)
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];
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this.loadLevel(options.levelUid);
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@ -37,79 +36,58 @@ function (PhysicsEngine, TiledLevel, Player, Nc, Doll, GameObject, Assert) {
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// extend for both sides if necessary
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};
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GameController.prototype.resetGameObjects = function() {
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this.gameObjects = {
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fixed: [],
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animated: []
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};
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GameController.prototype.onWorldUpdateObjectAdd = function(object) {
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this.worldUpdateObjects[object.uid] = object;
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};
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GameController.prototype.onGameObjectAdd = function(type, object) {
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this.gameObjects[type].push(object);
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};
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GameController.prototype.onGameObjectRemove = function(type, object) {
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var i = this.gameObjects[type].indexOf(object);
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if(i>=0) this.gameObjects[type].splice(i, 1);
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GameController.prototype.onWorldUpdateObjectRemove = function(object) {
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delete this.worldUpdateObjects[object.uid];
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};
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GameController.prototype.getPhysicsEngine = function () {
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return this.physicsEngine;
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};
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GameController.prototype.getItemByUid = function(uid) {
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// FIXME : maybe divide this into a dedicated item pool?
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return this.worldUpdateObjects[uid];
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};
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GameController.prototype.loadLevel = function (levelUid) {
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if (this.level) {
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this.level.destroy();
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this.resetGameObjects();
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this.worldUpdateObjects = {};
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}
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this.level = new TiledLevel(levelUid, this.physicsEngine, this.gameObjects);
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this.level = new TiledLevel(levelUid, this.physicsEngine);
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};
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/*
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* This is now in core, because the recorder/player
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* uses the world update mechanism on the channel side
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*/
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GameController.prototype.onWorldUpdate = function (updateData) {
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var body = this.physicsEngine.world.GetBodyList();
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do {
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var userData = body.GetUserData();
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if (userData instanceof GameObject) {
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var gameObject = userData;
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if(updateData[gameObject.uid]) {
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var update = updateData[gameObject.uid];
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this.onWorldUpdateGameObject(body, gameObject, update);
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}
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for (var uid in updateData) {
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var gameObject = this.worldUpdateObjects[uid];
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if (!(gameObject instanceof GameObject)) {
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console.warn('Cant find object ' + uid + ' in worldUpdateObjects pool');
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continue;
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}
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} while (body = body.GetNext());
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};
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GameController.prototype.onWorldUpdateGameObject = function(body, gameObject, update) {
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if (gameObject instanceof Doll) {
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/*
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if(gameObject === this.me.doll) {
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this.me.setLastServerPositionState(update);
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if(!this.me.acceptPositionStateUpdateFromServer()) {
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return; // this is to ignore own doll updates from world update
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}
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}
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*/
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gameObject.setActionState(update.as);
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gameObject.lookAt(update.laxy.x, update.laxy.y);
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gameObject.setUpdateData(updateData[uid]);
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}
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Assert.number(update.p.x, update.p.y);
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Assert.number(update.a);
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Assert.number(update.lv.x, update.lv.y);
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Assert.number(update.av);
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body.SetAwake(true);
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body.SetPosition(update.p);
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body.SetAngle(update.a);
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body.SetLinearVelocity(update.lv);
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body.SetAngularVelocity(update.av);
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};
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/*
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GameController.prototype.onWorldUpdateGameObject = function(body, gameObject, update) {
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FIXME : call gameObject.setUpdateData(updateData[uid]);
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};
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*/
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GameController.prototype.onResetLevel = function() {
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this.loadLevel(this.level.uid);
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};
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@ -140,39 +118,23 @@ function (PhysicsEngine, TiledLevel, Player, Nc, Doll, GameObject, Assert) {
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GameController.prototype.destroy = function () {
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var i = 0;
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/*
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for(var player in this.players) {
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// this.players[player].destroy();
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// FIXME:
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// commented out for now, because players are in gameObjects array.
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// try using a real gameobject for the health bar
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}*/
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for (i = 0; i < this.ncTokens.length; i++) {
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Nc.off(this.ncTokens[i]);
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this.players[player].destroy();
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}
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/*
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* Contents of gameObject: Players, Items, Tiles, RagDolls
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* No Dolls.
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*/
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Nc.trigger(Nc.ns.client.game.events.destroy);
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for (var key in this.gameObjects) {
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for (i = 0; i < this.gameObjects[key].length; i++) {
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var gameObject = this.gameObjects[key][i];
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gameObject.destroy();
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}
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// Testing after destroy if worldUpdateObjects is empty
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// events.game.destroy -> gameobjects.destroy() -> Nc.trigger(worldUpdateObjects.remove)
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if(Object.keys(this.worldUpdateObjects).length > 0) {
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console.warn('Not all worldUpdateObjects have been removed... ', Object.keys(this.worldUpdateObjects));
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}
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this.gameObjects = {
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fixed: [],
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animated: []
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};
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this.physicsEngine.destroy();
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this.worldUpdateObjects = null;
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Nc.off(this.ncTokens);
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};
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return GameController;
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@ -45,6 +45,7 @@ function (Parent, Exception, Box2D, Settings, CollisionDetector, Item, Nc, Asser
|
|||
this.createFixtures();
|
||||
this.body.SetActive(false);
|
||||
|
||||
Nc.trigger(Nc.ns.core.game.worldUpdateObjects.add, this);
|
||||
}
|
||||
|
||||
Doll.prototype = Object.create(Parent.prototype);
|
||||
|
|
@ -471,7 +472,16 @@ function (Parent, Exception, Box2D, Settings, CollisionDetector, Item, Nc, Asser
|
|||
}
|
||||
};
|
||||
|
||||
Doll.prototype.setUpdateData = function(update) {
|
||||
|
||||
Parent.prototype.setUpdateData.call(this, update);
|
||||
|
||||
this.setActionState(update.as);
|
||||
this.lookAt(update.laxy.x, update.laxy.y);
|
||||
};
|
||||
|
||||
Doll.prototype.destroy = function() {
|
||||
Nc.trigger(Nc.ns.core.game.worldUpdateObjects.remove, this);
|
||||
Parent.prototype.destroy.call(this);
|
||||
};
|
||||
|
||||
|
|
|
|||
|
|
@ -1,9 +1,11 @@
|
|||
define([
|
||||
"Lib/Vendor/Box2D",
|
||||
"Lib/Utilities/Exception"
|
||||
"Lib/Utilities/Exception",
|
||||
"Lib/Utilities/Assert",
|
||||
"Lib/Utilities/NotificationCenter"
|
||||
],
|
||||
|
||||
function (Box2D, Exception) {
|
||||
function (Box2D, Exception, Assert, Nc) {
|
||||
|
||||
"use strict";
|
||||
|
||||
|
|
@ -13,6 +15,10 @@ function (Box2D, Exception) {
|
|||
var def = this.getBodyDef();
|
||||
def.userData = this;
|
||||
this.body = physicsEngine.getWorld().CreateBody(def);
|
||||
|
||||
this.ncTokens = (this.ncTokens || []).concat([
|
||||
Nc.on(Nc.ns.client.game.events.destroy, this.destroy, this)
|
||||
]);
|
||||
}
|
||||
|
||||
GameObject.prototype.getBodyDef = function() {
|
||||
|
|
@ -20,11 +26,14 @@ function (Box2D, Exception) {
|
|||
};
|
||||
|
||||
GameObject.prototype.destroy = function() {
|
||||
|
||||
if(this.body instanceof Box2D.Dynamics.b2Body) {
|
||||
this.body.GetWorld().DestroyBody(this.body);
|
||||
} else {
|
||||
throw new Exception("can not destroy body");
|
||||
}
|
||||
|
||||
Nc.off(this.ncTokens);
|
||||
};
|
||||
|
||||
GameObject.prototype.getBody = function() {
|
||||
|
|
@ -34,6 +43,20 @@ function (Box2D, Exception) {
|
|||
GameObject.prototype.getPosition = function() {
|
||||
return this.body.GetPosition().Copy();
|
||||
};
|
||||
|
||||
GameObject.prototype.setUpdateData = function(update) {
|
||||
|
||||
Assert.number(update.p.x, update.p.y);
|
||||
Assert.number(update.a);
|
||||
Assert.number(update.lv.x, update.lv.y);
|
||||
Assert.number(update.av);
|
||||
|
||||
this.body.SetAwake(true);
|
||||
this.body.SetPosition(update.p);
|
||||
this.body.SetAngle(update.a);
|
||||
this.body.SetLinearVelocity(update.lv);
|
||||
this.body.SetAngularVelocity(update.av);
|
||||
};
|
||||
|
||||
return GameObject;
|
||||
|
||||
|
|
|
|||
|
|
@ -41,7 +41,7 @@ function (Parent, Box2D, Options, Settings, Exception, Nc, Assert) {
|
|||
this.body.SetBullet(true);
|
||||
}
|
||||
|
||||
Nc.trigger(Nc.ns.core.game.gameObject.add, "animated", this);
|
||||
Nc.trigger(Nc.ns.core.game.worldUpdateObjects.add, this);
|
||||
}
|
||||
|
||||
Item.prototype = Object.create(Parent.prototype);
|
||||
|
|
@ -158,7 +158,7 @@ function (Parent, Box2D, Options, Settings, Exception, Nc, Assert) {
|
|||
};
|
||||
|
||||
Item.prototype.destroy = function() {
|
||||
Nc.trigger(Nc.ns.core.game.gameObject.remove, "animated", this);
|
||||
Nc.trigger(Nc.ns.core.game.worldUpdateObjects.remove, this);
|
||||
Parent.prototype.destroy.call(this);
|
||||
};
|
||||
|
||||
|
|
|
|||
|
|
@ -378,7 +378,6 @@ function (Parent, Box2D, Settings, Nc, Assert, Options, ItemSettings) {
|
|||
|
||||
RagDoll.prototype.destroy = function() {
|
||||
|
||||
Nc.trigger(Nc.ns.core.game.gameObject.remove, "animated", this);
|
||||
var world = this.body.GetWorld();
|
||||
|
||||
for (var name in this.limbs) {
|
||||
|
|
|
|||
|
|
@ -138,7 +138,6 @@ function (Parent, RubeLoader, Box2D, Settings, Assert, Nc, RubeDollJson) {
|
|||
|
||||
RubeDoll.prototype.destroy = function() {
|
||||
|
||||
Nc.trigger(Nc.ns.core.game.gameObject.remove, "animated", this);
|
||||
var world = this.body.GetWorld();
|
||||
|
||||
for (var name in this.limbs) {
|
||||
|
|
|
|||
|
|
@ -15,8 +15,6 @@ function (Parent, Box2D, Settings, Exception, Nc, Assert) {
|
|||
this.options = options;
|
||||
Parent.call(this, physicsEngine, uid);
|
||||
this.createPhysicTile(this.options);
|
||||
|
||||
Nc.trigger(Nc.ns.core.game.gameObject.add, "fixed", this);
|
||||
}
|
||||
|
||||
Tile.prototype = Object.create(Parent.prototype);
|
||||
|
|
@ -119,10 +117,6 @@ function (Parent, Box2D, Settings, Exception, Nc, Assert) {
|
|||
Tile.prototype.addVec = function (vs, m1, m2) {
|
||||
return vs.push(new Box2D.Common.Math.b2Vec2(this.mkArg(m1), this.mkArg(m2)));
|
||||
};
|
||||
|
||||
Tile.prototype.destroy = function() {
|
||||
Nc.trigger(Nc.ns.core.game.gameObject.remove, "fixed", this);
|
||||
};
|
||||
|
||||
return Tile;
|
||||
|
||||
|
|
|
|||
|
|
@ -27,8 +27,6 @@ function (Doll, Settings, Nc, Exception, ColorConverter, SpectatorDoll, RubeDoll
|
|||
this.spawned = false;
|
||||
this.holdingItem = null;
|
||||
this.spectatorDoll = new SpectatorDoll(this.physicsEngine, "spectatorDoll-" + this.id, this);
|
||||
|
||||
Nc.trigger(Nc.ns.core.game.gameObject.add, 'animated', this);
|
||||
}
|
||||
|
||||
Player.prototype.getNickname = function() {
|
||||
|
|
@ -161,7 +159,7 @@ function (Doll, Settings, Nc, Exception, ColorConverter, SpectatorDoll, RubeDoll
|
|||
|
||||
Player.prototype.destroy = function () {
|
||||
|
||||
Nc.trigger(Nc.ns.core.game.gameObject.remove, 'animated', this);
|
||||
// FIXME add destroy nc hook
|
||||
|
||||
if(this.holdingItem) {
|
||||
var options = {
|
||||
|
|
@ -174,8 +172,10 @@ function (Doll, Settings, Nc, Exception, ColorConverter, SpectatorDoll, RubeDoll
|
|||
|
||||
this.spectatorDoll.destroy();
|
||||
|
||||
// doll destoys itself at the end cause its a gameobject
|
||||
// but on userLeft, the player has to destroy it.
|
||||
if(this.doll) {
|
||||
this.doll.destroy();
|
||||
this.doll.destroy();
|
||||
}
|
||||
|
||||
if(this.playerController) {
|
||||
|
|
|
|||
Loading…
Add table
Add a link
Reference in a new issue